[TUTORIAL] Realistically looking breakables

Was this tutorial helpful?

Yep ;)

Nope ;(

First of all, I guess the most of you have heard of DMM (Digital Molecular Matter).
It is used in many video games to simulate objects that can be destroyed realistically.
In TF2 there is only an option called func_breakable, which doesnt look realistically though, however you can sort of "fake it" using func_physboxes. Take a look!

Step 3:
Select the individual pieces and press ctrl+t to make them func_brushes, do not select them all together, select every one individually. (Pic 4)

Step 4:
When you are done with that, select all, double click on them and make them a func_physbox. (Pic 5)

Step 5:
Now you can change the Material Type to glass or wood or whatever,
the Strength (damage you need to inflict in order to destroy the brush) to maybe 75, depends on your material,
the Health Level to Override Motion to 1
and the Physics Impact Force to Override Motion to something like 200. (It determines if the object brakes when you walk over it, high amount -> doenst brake of walking/touching)

Hope this helped!
I appreciate positive and negative feedback in order to improve my tutorial skillz

Maybe your impression of it not being realistically comes from the screenshots. If you clip your brush very detailed into little shards (which I didnt do in that tutorial due to a lack of time) , like they would be if you kick a ball through your window, it certainly looks real.
Despite that, the physics they use when they are made "func_physboxes" comes very close to reality. They fall apart and drop down like real glass shards.

Problem a) that's a significant amount of physboxes for TF2 (and its limited dynamic entity count). I would not recommend this for extensive maps like 3 stage A/D or TC that use a lot of doors and capture points.

problem b) shooting out the glass around the centre leave floating glass. If the entire thing is loose you can push the pieces out which poses its own problem.

problem c) Breakable glass does not really have a place in TF2; largely because it looks crap, but mostly because it's not a dynamic function that compliments TF2's gameplay. Events at most should be triggered by world events such as capture point being captured that opens or closes paths such as seen in cp_steel. Allowing players to destroy rock walls/glass as many have attempted to simulate for ported TFC maps that had demo-pack destroyable sections, look attrocious and are confusing to players.

It's nothing personal but i would recommend not utilising breakable glass in your maps to any extent, even if it was realistic enough. Players are used to the sight of glass being bullet proof and providing X tactical advantage at x location on x maps. They know how to respond to it and what it means; if you don't, listen to the developer commentary on gravelpit point A.

your probably right about glass being a static cover etc.
This is just for fun maps / non-competitive.
Despite that, this tutorial isnt limited to breakable glass/windows, you can make every brush breakable like walls etc which can be used for trigger events as well